* - Click at left screen bound (where circle near cursor drawn);click on the map to place points (now next point must have greater x coordinate, than prev. point);click at right screen bound (circle is drawn too) to finish map drawing.Use additional keys with drawer tool:

Hurray - I won! Sadly, several crews were killed in the process. I love the last level starting position (no spoilers).

I'm always a sucker for a Lunar Lander style game. As I recall, in the original you also had to conserve thrust fuel, which was even more brutal. I always wanted to conserve fuel, so I'd have more on the next level, but I don't think it worked that way.

Your difficulty balance is good. Original Lunar Lander always made me walk away from the machine with disgust (after spending several quarters).

Exception in thread "LWJGL Application" java.lang.NullPointerException at ua.org.dector.moon_lander.models.Level.getRocketX(Level.java:83) at ua.org.dector.moon_lander.screens.EditorScreen.editLevel(EditorScreen.java:93) at ua.org.dector.moon_lander.screens.EditorScreen.<init>(EditorScreen.java:59) at ua.org.dector.moon_lander.LanderGame.openEditor(LanderGame.java:68) at ua.org.dector.moon_lander.screens.GameScreen.keyDown(GameScreen.java:200) at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(LwjglInput.java:302) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:198) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:131)

I just have to say to people who think this is difficult:First thing I thought about this game while playing was "well its a little too easy"

real lunar lander kicks your ass.

Possible, but it does feel frustrating. I suggest implementing an easy way to see if you're good to land or not, and perhaps a meter for how close you are to that goal. Currently I can't really tell anything, other than looking how fast the ship is moving over my screen.

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